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Forum: All Forums : Call of Duty 4
Category: CoD4 Scripting
Scripting and coding with Call of Duty 4.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Updated _teams.gsc
V5
General Member
Since: May 14, 2006
Posts: 95
Last: Aug 27, 2011
[view latest posts]
Level 3
Category: CoD4 Scripting
Posted: Tuesday, Aug. 26, 2008 02:08 am
Could someone post this updated _teams.gsc and the part that actually got updated. I'm a little confused as to what they changed.
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Nemo06c
General Member
Since: Jul 23, 2006
Posts: 303
Last: Feb 9, 2010
[view latest posts]
Level 5
Category: CoD4 Scripting
Posted: Tuesday, Aug. 26, 2008 09:27 am
Just download the latest 4Mori map. They included the file in it. Map name: Doneck
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Tally
General Member
Since: Apr 21, 2005
Posts: 819
Last: Oct 26, 2012
[view latest posts]
Level 7
Category: CoD4 Scripting
Posted: Tuesday, Aug. 26, 2008 01:20 pm
82ndAB-Talon writes...
Quote:
Could someone post this updated _teams.gsc and the part that actually got updated. I'm a little confused as to what they changed.


All that changed in it is the assertion check for team model assignments.

The "broken" code in the stock game:

Code:
	alliesCharSet = tableLookup( "mp/mapsTable.csv", 0, getDvar( "mapname" ), 1 );
	if ( !isDefined( alliesCharSet ) || alliesCharSet == "" )
	{
		game["allies_soldiertype"] = "desert";
		game["allies"] = "marines";
	}
	else
		game["allies_soldiertype"] = alliesCharSet;

	axisCharSet = tableLookup( "mp/mapsTable.csv", 0, getDvar( "mapname" ), 2 );
	if ( !isDefined( axisCharSet ) || axisCharSet == "" )
	{
		game["axis_soldiertype"] = "desert";
		game["axis"] = "arab";
	}
	else
		game["axis_soldiertype"] = axisCharSet;


The "fixed" code in most mods now:

Code:
	alliesCharSet = tableLookup( "mp/mapsTable.csv", 0, getDvar( "mapname" ), 1 );
	if ( !isDefined( alliesCharSet ) || alliesCharSet == "" )
	{
		if ( !isDefined( game["allies_soldiertype"] ) || !isDefined( game["allies"] ) )	
		{
			game["allies_soldiertype"] = "desert";
			game["allies"] = "marines";
		}
	}
	else
		game["allies_soldiertype"] = alliesCharSet;

	axisCharSet = tableLookup( "mp/mapsTable.csv", 0, getDvar( "mapname" ), 2 );
	if ( !isDefined( axisCharSet ) || axisCharSet == "" )
	{
		if ( !isDefined( game["axis_soldiertype"] ) || !isDefined( game["axis"] ) )
		{
			game["axis_soldiertype"] = "desert";
			game["axis"] = "arab";
		}
	}
	else
		game["axis_soldiertype"] = axisCharSet;


The "fixed" code basically tells the game that, if a map is not listed in maptables.csv, to check for any definitions in the map being loaded.

The "broken" code doesnt tell the game to check the map - it tells it to just default to Marines vs Opfor anyway.

This means that, even if a map has SAS vs Spatsnez defined, it will still revert to Marines vs Opfor.

If you have the Tools installed, go to mods>customMaps>customMaps.iwd and open maps/mp/gametypes, and the file is in there.

edited on Aug. 26, 2008 09:22 am by Tally
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V5
General Member
Since: May 14, 2006
Posts: 95
Last: Aug 27, 2011
[view latest posts]
Level 3
Category: CoD4 Scripting
Posted: Tuesday, Aug. 26, 2008 06:25 pm
Thanks a lot Tally, this helps a lot.

Now, could I just replace the old one with this one?
Would I have to edit the file itself with the info of the updated one.
Do I have to compile the updated .gsc to the mod?
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Tally
General Member
Since: Apr 21, 2005
Posts: 819
Last: Oct 26, 2012
[view latest posts]
Level 7
Category: CoD4 Scripting
Posted: Wednesday, Aug. 27, 2008 10:34 am
82ndAB-Talon writes...
Quote:
Thanks a lot Tally, this helps a lot.

Now, could I just replace the old one with this one?
Would I have to edit the file itself with the info of the updated one.
Do I have to compile the updated .gsc to the mod?


Yeah, if you are making a mod, its almost expected of you to replace the "broken" one with the one found in cusomMaps.iwd.

I would advise anyone to do this even if they use IW's mod - modwarfare - and replace the one in modwarfare with the one in customMaps. That's because modwarfare has the "broken" one in it.

You dont necessarily have to compile it into a fast file, as it will work in an IWD file.
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V5
General Member
Since: May 14, 2006
Posts: 95
Last: Aug 27, 2011
[view latest posts]
Level 3
Category: CoD4 Scripting
Posted: Thursday, Aug. 28, 2008 06:05 pm
Okay, I first tried to edit the actual file with the info you gave me. It worked..teams were proper - no red fx but when I would kill someone or been killed by another I got this message

Killed by

Never used to do that until now.

I then tried just replacing the whole file, same result. I do have a backup of our original incase something like this did happen.
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